Revision as of 07:38, 26 March 2011

Contents

Introduction

Athena's CvS2 incarnation is more or less of a mix-up type of character, that relies heavily on gimmicks and zoning. She has no reliable way to land any of her supers, so she has no real way to do the damage the other top tier characters can do easily. Therefore, her real main threat would be to use her fireball to zone, incredibly good crouching fierce to poke, and shut down options.

Athena players need to be patient, and find gaps in their opponent's playstyle to get in and start mix ups. Once the person is afraid of your strong pokes, then you can get in some reliable mixups/pressure.

Her main grooves that are played are, A (being the best), S, and N(Not too common, good battery though.)

Moves List

Normal Moves

Button

Position

Buffers:

Itself

Specials

Supers

Hit

Block

Startup

Active

Recovery

Damage

Jab

Close

y

y

y

+7

+7

3

4

5

200

Far

y

y

y

+3

+3

2

4

10

200

Crouching

y

y

y

+4

+4

3

4

9

200

Jumping

-

y

y

-

-

5

23

-

400

Strong

Close

n

y

y

+9

+9

3

5

8

700

Far

n

n

y

+0

+0

6

8

14

700

Crouching

n

y

y

+1

+1

5

2

17

700

Jumping

-

y

y

-

-

7

6?

-

700

Fierce

Close

n

y

y

+1

+1

8

4

21

1100

Far

n

n

n

+3

+3

8

4

19

1200

Crouching

n

n

y

+1

+1

5

8

17

1200

Jumping

-

y

y

-

-

6

6

-

1000

Short

Close

n

y

y

+4

+4

4

6

7

500

Far

n

n

y

-3

-3

6

6

14

400

Crouching

y

y

y

+6

+6

3

5

6

200

Jumping

-

n

y

-

-

6

20

-

500

Forward

Close

n

y

y

+5

+5

5

8

9

800

Far

n

n

y

-2

-2

6

4

20

700

Crouching

n

n

n

+3

+3

8

8

11

800

Jumping

-

n

y

-

-

6

8

-

700

Roundhouse

Close

n

y

y

+3

+3

5

8

15

1100

Far

n

n

n

-2

-2

9

4

22

1100

Crouching

n

n

y

down

-14

8

4

34

1000

Jumping

-

n

n

-

-

8

6

-

1100

Command Normals

f+Forward

n/n

n/n

y/n

down

-7

6

3(9)3

24

400+500

(air) d+Forward

n

n

n

Down

-

8

20

-

800

Special Moves

Psycho Ball

+ P

Version

Startup

Active

Recovery

Hit/Block

Damage

15

N/A

46

-9/-9

700

16

N/A

45

-8/-8

800

17

N/A

44

-7/-7

900

- Notes: This is her Fireball. The fireball is big and the speed of the Light Punch version is her best one from full screen. While recovery is not very Sonic Boom-like, the speed of which that one travels makes it a very good fireball to run behind and zone with.

Super Moves

Grooves

The Basics

Her best poke undoubtedly is her crouching fierce. It reaches far, goes under alot of projectiles, and recovers quite quickly.

Her jab version of her fireball (qcfb + lp) is slow, and big is good for pressure and running behind it.

Many normals can connect after a close standing strong, it has a insanely high amount of +frames. For example, using standing strong then a sweep, canceling the sweep with a whiffed command grab (for faster recover) gives you ample amount of time to have cross-up opportunity.

Her best AA's are crouching fierce (which cleanly beat everyone of Sagat's jump-in's (except foward at a certain cross-up angle) and standing strong. Also Strong Psycho Sword (dp) has upper-body invincibility, so it can work as an AA too.